Authors: Maria Elisabetta Cigognini, Maria Chiara Pettenati.
In this paper we present a detailed set of e-tivities framed in a learning design context. The e-tivities use Internet tools for teaching Personal Knowledge Management skills (PKM) to adult learners.
Designing e-tivities to increase learning-to-learn abilities
1. Designing e-tivities to increase learning-to-learn abilities
Maria Chiara Pettenati and Maria Elisabetta Cigognini
DET – Electronics and Telecommunications Department of the University of Florence
Summary
In this paper we present a detailed set of e-tivities framed in a learning design context. The e-
tivities use Internet tools for teaching Personal Knowledge Management skills (PKM) to adult
learners. PKM practices and the related required skills are strictly related to learning-to-learn
competencies, which have been identified as key to grow an adequate attitude to lifelong
learning. Internet technologies, on the other hand, are seen as having an undisclosed potential
to let people more easily and effectively jump into the “lifelong learning-to-learn” experience.
The learning to learn competence makes people aware of how and why they acquire, process
and memorise different types of knowledge.
The results here introduced are rooted in the development of a theory related to Personal
Knowledge Management skills presented in previous works, in which such competences are
divided into two main groups: Basic and Higher Order PKM skills.
The e-tivities introduced in this paper can provide an initial reference framework, both for the
definition of the learning objects (through the specification of the Basic and Higher Order
Personal Knowledge Management Skills) as well as for the macro design of the Skills
Development Modules in which the PKM skills should be taught.
Keywords: Digital literacy, Learning Design, Networked learning, Social Networking, Learning-
to-learn, PKM, personal knowledge management
1 Introduction
“We have for years increasingly desired that education be considered as life itself and not as a
mere preparation for later living … it follows that to base education on purposeful acts is exactly
to identify the process of education with worthy living itselfquot; (Kilpatrick, 1918).
It was 1918 when W.H. Kilpatrick provided this sharp view on education. Digital society was far
away at that moment. Now that the issue of developing a lifelong learning perspective is on
everyone’s lips, we can benefit from thinking it as rooted in times when internet technologies
were unimaginable. Retrieving the profound meaning of Kilpatrick’s statement, allows us to
assign to technologies the role of a medium to support the identification of the process of
education with “worthy living itself”.
1.1 Learning-to-learn as key competence
One of the basic skills for success in the knowledge society is the ability to learn (Hoskins &
Fredriksoon, 2008). Learning to learn has been identified at the European level as one of the
key competences 1 to grow today’s learners attitude to lifelong learning (European Commission,
1
Key competences are those competences which are quintessentially necessary throughout life for continuing to
gain employment and be to integrated in everyday life activities including those of civil society and decision making
(Rychen, 2004 p. 22).
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2. 2000) (Eurydice 2008). Competences are the ‘internal mental structures in the sense of
abilities, dispositions or resources embedded in the individual’ (Rychen & Salganik, 2003) and
these function in interaction with a ‘specific real world task or demand’. Rychen and Salganik
(2003) describe the internal structures of a competence as the dimensions of ‘Knowledge,
Cognitive skills, Practical skills, Attitudes, Emotions, Values and Ethics and Motivation’
(Eurydice, 2000).
The EU working group on “Key competencies” (European Union, 2006) identified ‘Learning to
learn’ as the ability to pursue and persist in learning. Self-initiated, self-regulated, intentional
learning at all stages of life are key to personal and professional advancement.
In Hoskins e Fredriksoon (2008), the learning to learn concept is studied in order to envisage a
European framework and test to measure learning to learn. Such framework model is based on
three dimensions of learning to learn, cognitive, affective and metacognition.
New Learning Framework
Affective Dimension Cognitive Dimension Meta-cognition Dimension
- Learning motivation, - Identifying a proposition - The problem solving
learning strategies and
- Using rules (metacognitive) monitoring tasks,
orientation towards
- Testing rules & propositions - Metacognitive accuracy
change
- Using mental tools - Metacognitive confidence
- Academic self-concept &
selfesteem
- Learning environment
Table 1: European test learning to learn framework (Hoskin e Fredriksoon, 2008)
From an epistemological perspective, learning to learn attains to two different research
paradigms: cognitive psychology and cultural sociology: cognitive psychology traditionally
considers the knowledge construction processes from a cognitive perspective, while sociology
accounts for the social processes enacted during the relational dimension of learning.
Learning to learn competence makes people aware of how and why they acquire, process and
memorise different types of knowledge. This competence includes awareness of one’s learning
process and needs, identifying available opportunities, and the ability to overcome obstacles in
order to learn successfully. Learning to learn engages learners to build on prior learning and life
experiences in order to use and apply knowledge and skills in a variety of contexts: at home, at
work, in education and training (Education Council, 2006). In this way, people are in a position
to choose the learning method and environment that suits them best and to continue to adapt
them as necessary (Eurydice, 2002).
In the context set up by the above definitions, technologies are seen as having potential to
become an appropriate launch pad to let people more easily and effectively jump into the
“lifelong learning-to-learn” experience.
1.2 From Learning to Learn to Personal Knowledge Management
Recent literature has conjugated learning-to-learn competencies and technologies closer to the
domain of PKM - Personal Knowledge Management (Dorsey 2001; Sorrentino & Paganelli
2006) and the related required skills. PKM is a term gaining popularity both in academy and
enterprise.
The set of PKM abilities were first identified by Dorsey (2001) and Pollard (2005) and described
through seven main competences: retrieving information, evaluating information, organizing
information, analyzing information, presenting information, securing information, collaborating
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3. around information. However, in our perspective, PKM skills encompass a more varied and
multi-faceted set of abilities which cannot be directly compared to digital and information
literacy (Martin & Ashworth 2004; Martin 2006; Mayes & Flowes, 2006). Social and relational
aspects knowledge construction and management (Siemens 2004; 2006) inevitably highlight
that mastering technology and information is but one aspect of more complex skills.
The issue of PKM is hence rooted in a complex picture where individual instances and social
and technological aspects, converge. Some of the authors who dealt with this topic (Frand &
Hixon, 1999; Dorsey, 2001; Barth, 2003; Avery et al., 2000; Pollard, 2005; Grey, 2005; Wright,
2005) presented a detailed reference framework related to a unique terminological choice.
Our vision of PKM skills, which will be detailed in the next section, is focused on an
interpretation of a set of skills closer to the concepts of personal knowledge and learning and
management of learning within the context of social networking environments (Dorsey, 2001;
Sorrentino & Paganelli, 2006; Pettenati, Cigognini & Sorrentino, 2007a; Pettenati, Cigognini,
Mangione & Guerin, 2007; Pettenati & Cigognini, 2009; Pettenati, Cigognini, Mangione &
Guerin, 2009).
The issues of the development and the acquisition of PKM skills required to support the lifelong
learners in the Knowledge Society has been treated in previous works (Pettenati, Cigognini &
Sorrentino, 2007; Pettenati, Cigognini & Edirisingha, 2007; Pettenati & Cigognini, 2007, 2009;
Cigognini, Mangione & Pettenati, 2007; Mangione, Cigognini & Pettenati, 2007). Above
research aimed at detailing the models of the skills that the learner should develop in order to
be able to fully engage with a more meaningful, lifelong learning process availing of internet
technologies.
In above-mentioned studies, we also provided a methodological link between PKM skills and
learning design (Pettenati, Cigognini & Sorrentino, 2007; Pettenati, Cigognini & Edirisingha,
2007)(Cigognini et al., 2007).
PKM skills are grouped into two main categories, Basic PKM skills and Higher Order PKM
skills; the former encompass abilities and skills which can be deliberately learnt and applied as
direct “know how”, while the HO PKM need a more complex learning, reflection and experiential
process, which calls for the mastering a more complex set of competences and “know to be”, as
it is summarised in the next section. (Mangione et al., 2007; Cigognini, Pettenati, Paoletti &
Edirisingha, 2008; Pettenati et al., 2008).
2 Guiding learners to become knowledgeable lifelong learners - PKM
skills model
PKM Basic and Higher Order Skills
As it is summarized in Table 1, we group PKM basic skills under three macro-competence
categories, Create, Organise and Share. Each macro-competence is interpreted as composed
of a number of specific PKM basic skills (Avery et al., 2000; Dorsey, 2001; Sorrentino &
Paganelli, 2006). The basic skills identified ground a complex process which cannot be
considered complete without accounting for a deeper mastering of deriving knowledge from the
network and its resources. We therefore identify a set of Higher Order skills and competences
which we group into four main categories (Pettenati et al., 2009), as detailed in Table 1: (1)
connectedness, (2) ability to balance formal and informal contexts, (3) critical ability and (4)
creativity.
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4. PKM-skills
Basic PKM Skills
CREATE: Editing (e.g., digital information creation in multimedia formats); Integrating (post-
processing of recordings, digital annotations, automatic abstracting, etc.); Correlating (make
connections, draw diagrams, mind maps); Managing content security issues (manage privacy,
Intellectual Property Rights, Digital Rights Management, etc.).
ORGANIZE: Searching & finding (selecting search engines, querying search etc.); Retrieving
(reading, managing cognitive overload etc); Storing (archiving, considering resource availability and
accessibility, etc.); Categorizing/classifying (defining relations among pieces, use taxonomies and
folksonomies, etc.); Evaluating (extracting meaning, attributing relevance, affecting trust levels).
SHARE: Publishing (presenting relevant information, using appropriate publication channels, etc.);
Mastering knowledge exchanges (being concise, using appropriate language, turn-taking, topic-
focusing, etc.); Managing contacts (keeping profiles, contact, contexts and social-network
representation, etc.); Relating (establishing connections, communicating through new media;
understanding peers, using different languages, etc.); Collaborating (sharing tasks, working to
common goals, etc.).
Higher-Order PKM Skills
CONNECTEDNESS — being connected emerged ABILITY TO BALANCE FORMAL AND
as one of the fundamental skills of the lifelong- INFORMAL CONTEXTS — it includes the
learner 2.0. Being connected, however, does not ability to listen to a variety of opinions sensibly;
refer to technological aspects. Rather, it refers to manage time and relations, being driven by
the process of being networked i.e., collaborate what we call the quot;procrastination principlequot; i.e.
and interact with others for the purpose of “to deal with problems only as they arise — or
constructing, developing and maintaining social- leave them to other users to deal with”;
networks. According to this perspective, the combining job-training-leisure tasks to find a
connected person needs to develop specific balance between the different learning
abilities to communicate effectively on the Internet contexts with which the learner can be
and to manage his or her online identity, while confronted engaging in the quality participation
managing the multiplicity of identities and being as listener, observer/reader and author; be
aware of how his or her online identity and open to interdisciplinary working/learning;
communication sits within a global system of become methodical, systematic, punctual and
communication. goal-oriented; be “spongy” i.e. to absorb as
much as possible, keeping the essence of the
interactions with contents and relations so as
to squeeze as much as necessary.
CRITICAL ABILITY - the adoption of a critical CREATIVITY— the process of developing a
ability in the use of Internet-based resources creative attitude to lifelong learning requires
(contents and relations) is closely related to the both structured and serendipitous explorations,
ability to identify the resources relevant to the observation, linking and association to imagine
context of use, i.e., in understanding possible uses unexpected and unusual connections between
of such resources and being aware of their the possible associations and links. Developing
limitations. A key part of this skill is being able to a creative mindset for lifelong learning provides
integrate the resources identified into a personal concrete ways through which to engage in
resource management method, which is one’s knowledge construction path:
constantly fine-tuned by the learner, closely linked interpreting, linking, proposing and
to his or her learning objectives.. experimenting new knowledge construction
strategies.
Tab 1. PKM skills model: Basic and HO PKM Skills in details (Pettenati et al., 2009b).
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5. 3 A Learning Design Framework for e-tivities centred on the PKM skills
acquisition
In order to validate the Personal Knowledge Management skills model designed as well as to
set the way for the translation of such theory into practice to support lifelong learners we
conducted a set of semi-structured interviews during the period January-March 2008, whose
partial results have been presented in (Cigognini, Pettenati & Paoletti, 2008) with 23
respondents involved in education (both from private sector companies and universities; from
disciplines including biology, medicine and educational science). In this paper we present the
results related to one of the main goals of the interviews: the identification of a set of learning
strategies for each PKM HO skill.
3.1 Methodologies of the interviews
The adopted methodology was the one of the semi-structured interview (Corbetta, 1999)
composed of some closed and some guided questions. Such a methodology proves to be
effective for its flexibility, completeness, spontaneity, high degree of response, capacity to
account also for non verbal and proxemic behaviours (Bailey, 1982).
The interviews were designed to take about 45 minutes and the answers are mainly oral,
though supported by the filling of the closed questions of the questionnaire. The experts
interviewed were composed by 23 subjects from the educational sector (both from private
enterprises and academy); 16 subjects are researchers or professors, while 7 come from the
professional training. Disciplinary fields in which the experts are engaged have been chosen
purposely different, from biology, medicine, educational science, etc. because the
methodological focus is to be verified as being transversal to specific cognitive domains. The
deliberate choice to involve experts from different backgrounds is motivated by the fact that a
meta-level methodology is to be pursued ad a level of process and learning praxis which needs
to be independent and placed at a higher level, from the reference cognitive domain.
The interviews have been audio-recorded and conducted using a semi structured-questionnaire
(Cigognini et al., 2008b). Collected data, that is audio registrations of the interviews and their
transcripts and answers to closed questions have be aggregated and analyzed (Corbetta,
1999). The described design of the interviews is actually focused on teaching and learning
strategy, through the creation of a learning scenario; experts are required to train a novice) on
specific PKM HO skills. The experts’ background is then valued both as regards the WHAT
(contents) and the HOW (methods) because is translated into a fake learning practice thanks to
the scenario.
To the extent of identifying the possible learning praxis to sustain the processes for the
acquisition of the HO skills, four open-ended questions have been used, to detail, for each of
the HO skills, at least one e-tivity 2 . The interviewees have been asked the following question:
quot;You have to train a novice in order to improve his connectedness (or another HO skill).
Please describe three different tasks you could assign him for such purpose. For each
task/activity please specify the tools you would use.quot;
During the interviews, the interviewees had the possibility to consult the skills definitions as well
as the theoretical learning design model proposed as well as its learning application (Pettenati
& Cigognini, 2009; Cigognini, Petteanti & Edirisingha, 2009).
4 Learning Design framework
Each of the e-tivities designed by our experts is structured according to a three elements model
described in Salmon (2002): Purpose (detailed learning outcome of the activity), Task (concrete
and detailed indications of the actions to take), Respond (feedback and response actions
related to the task accomplishment).
2
The term e-tivity was coined by G. Salmon (2002). It means quot;task onlinequot; and it is a framework to learn something in
a dynamic and iteractive way. This activity is based on intense interaction and reflective dialogue between a number
of participants, such as learners / students and teachers, who work in a computer-mediated environment. E-tivities
are text-based and led by an e-moderator (usually a teacher).
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6. A useful 5-stage framework to design and run our e-tivities based on interaction among online
learners and participants, is provided in (Salmon, 2002).
Stage 1 - Access & Motivation - New online learner can be experiencing considerable
frustration in logging on. The e-moderator must play a role for ensuring access and welcoming
and encouraging. The essential element is motivation to get online participants through the
early stages. E-tivities at this stage must provide rookie online learners with a gentle
introduction to using the new online learning milieu. However, at the beginning, high-esteem
online learners need support sometimes.
Stage 2 – Socialization - The e-moderator by creating his/her own special online community
through e-tivities must build the bridges for all online participants. Online participants can be
excited to share and exchange their thoughts and collaborate with.
Stage 3 - Information Exchange – In this stage, not only must information be exchanged, but
also cooperative tasks must be achieved. Online learners must explore necessary information
at their own pace and place by respecting different and diverse views points of others. Dr.
Salmon states that online learners in this stage interact with the course content and interaction
with the e-moderators and/or other people.
Stage 4 - Knowledge Construction - E-tivities at this stage have online discussion or knowledge
development aspects. Online learners must take control of their own knowledge construction in
use of new ways. At this stage, e-moderators have imperative roles to build and maintain online
groups.
Stage 5 – Development – Online learners in this stage must become critical and self-reflective as
well as responsible for their own learning to be able to build on the ideas acquired through the
e-tivities and apply them to their individual contexts.
The set of e-tivities so delineated has proved to be composite and varied: its analysis could
avail of different categories and theoretical models available in literature. The exercises
designed from our interviews can be reformulated according to four main learning architectures
as described in (Ranieri, 2005): receptive, sequential, guided-discover, and collaborative which
open cognitive processes and the complexity level of the educational setting (Ranieri, (2005):
1. Receptive: is related to the transmission of basic information, suitable for the diffusion of
the reference lexicon in a new cognitive domain or of preliminary concepts in a given
domain;
2. Sequential or directive: is related to the sequential or procedural learning, is made of
short lectures, exercises, feedbacks, progression and expansion from the simple to the
more complex.
3. Guided-discover: it is an architecture dedicated to the acquisition of complex abilities
such as problem solving, and meta-reflection; it can be articulated in different learning
strategies such as problem-based-learning, situated learning, simulations, coaching,
expert models, etc.
4. Collaborative: it is related to the acquisition of complex abilities, for the development of
design abilities and critical thinking; inside such an architecture learning strategies such
as peer learning, peer tutoring, project work and problem based approach can adopted.
The analysis of the collected e-tivities can be referred to the different learning strategies
codified in literature (Reigeluth, 1999; Calvani, 2000), synthesised in the nine following items:
lecture, tutorial, modelling, synchronous or asynchronous discussion, case study, simulation,
role play, problem solving, collaboration.
5 e-tivities, learning strategies and tools
Hereafter we present a set of sample e-tivities for each of the four HO PKM skills.
Each e-tivity is framed in its learning design framework made of learning architectures and
strategies together with the possible technological tools which can be used to support the
interiorization of such abilities.
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7. HO Skills e-tivity Learning design framework
CONNECTEDNESS Purpose: collaborative activity using wiki. Learning architectures
Collaborative
Task: students log into the forum and trade a topic
on “leadership” [or another abstract topic]. Learning strategies
Students are required to google the definition of
Problem based learning,
leadership then come back to the wiki and edit a
asynchronous discussion,
convenient definition.
peer learning.
Respond: each student will do comment on other
student's definition. Tools
Wiki, collaborative editors
(e.g. google document,
writely).
CONNECTEDNESS Purpose: increase the tagging abilities (define, Learning architectures
classify, organize, share) to support collaborative
Directive, Collaborative.
knowledge construction.
Learning strategies
Task: get student to create tag cloud on leadership
[or the same abstract topic] and then comment on Issue case, case study,
others student's tag cloud, and then reflect on modelling asynchronous
what they selected their own tag cloud. discussion for collaboration.
Respond: comment each others. Tools
del.icio.us, blog.
CONNECTEDNESS Purpose: increase the sense of network and Learning architectures
creation and management of one’s digital identity.
& ABILITY TO Sequential, Guided-
BALANCE Task: create or enrich one’s profile on a social discover.
FORMAL AND network site mirroring the process of identity
Learning strategies
INFORMAL creation. Invite and search friends, colleagues,
CONTEXTS professors, and gaining ability in managing the Tutorial, modelling,
contact lists and resource sharing according to problem-based,
different levels of views and permissions. asynchronous discussion
for free expression.
Respond: comment and write on other’s walls.
Comment on at least four shared resources. Tools
Facebook
ABILITY TO Purpose: increase the ability of managing his Learning architectures
BALANCE identity and resources.
Directive, Collaborative
FORMAL AND
Task: go to YouTube and find quot;wikisquot; in plain
INFORMAL Learning strategies
englishquot;, follow instruction and go to sign up for a
CONTEXTS
wiki site; create your wiki or wiki page, adding your Tutorial, peer learning,
multimedia resources. Invite the teacher and three problem learning.
peers to edit your wiki page; report back in three
Tools
days.
Wiki, YouTube, photo-
Respond: comment on the experience.
video-audio sharing.
ABILITY TO Purpose: increase the ability of reflecting on Learning architectures
BALANCE different multimedia languages and
Receptive, Guided-discover
FORMAL AND communication styles.
INFORMAL Learning strategies
Task: get students into iTunes and go to audio
CONTEXTS
library. Get students search for interesting Case history, case analysis,
podcasting on “leadership” [or another abstract peer learning.
topic] (max 5 minutes) listen the podcast and then
Tools
give a 2 minutes presentation about
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8. Podcast
communication styles and way to speak. Post the
.ppt presentation in student’s PLE (Personal
google presentation
Learning Environment).
documents
Respond: comment each others presentations.
PLE
ABILITY TO Purpose: increase the ability of detect and Learning architectures
BALANCE manage the communication styles and network
Receptive, Guided-discover
FORMAL AND identity.
INFORMAL Learning strategies
Task: get students with group and assign each
CONTEXTS
group of students to view a video on leadership [or Case study, issue case,
another abstract topic]. Get them to observe the asynchronous discussion
communication styles and proxemic. oriented to dialectic
argumentation, modelling.
Respond: get the students to comment on the
style and weakness of the leader's Tools
communication.
YouTube and class blog for
comments.
CRITICAL ABILITY Purpose: increase the ability to reflect on his Learning architecture
network knowledge construction processes.
Directive, Guided-discover.
Task: during one week, get students use status
Learning strategies
feed of their social networking site to trace their
network actions (e.g. while tackling a given Modelling, coaching, peer
exercise). tutoring, case study.
A peer tutoring is guaranteed during the Tools
development of the task.
Twitter, Facebook, PLE.
Respond: student publish blog posts on their PLE
commenting on their network activity.
CRITICAL ABILITY Purpose: stimulate critical reflection and meta- Learning architecture
reflection starting from other student’s reflection.
Receptive, Guided-
Task: get students to log into YouTube and search discover.
for videos on leadership [or another abstract topic]
Learning strategies
and then comment on the video.
Issue case, asynchronous
Respond: post comment on other comments and
discussion, case study.
synthesize the debate using a wiki.
Tools
YouTube, comment, wiki.
CRITICAL ABILITY Purpose: stimulate lateral thinking (De Bono, Learning architecture
1970). Collaboration.
Task: get students into six groups. Introduce Learning strategies
students to “six hat thinking” (De Bono, 1985) and
Problem-project based,
assign each group a specific hat. Get students
strategic performance,
engage the resolution of the problem using the
decision taking, case study.
assigned viewpoint. Exchange roles.
Tools
Respond: comment, improve the sough solution,
final debriefing of the solution. Collaborative editors (Wiki,
Google document), instant
messaging and mind
mapping for the
synchronous brainstorming
phases.
CREATIVITY Purpose: increase ability to be concise in Learning Architecture
expression, creative elaboration, and meta-
Collaborative.
reflection.
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9. Task: get students into groups and get them Learning Strategies
involved in the creation of a 3 minutes video on
Project work, modelling.
“leadership [or another abstract topic] synthesizing
the concepts and discussions emerged during the Tools
previous exercises. Get them post the video on a
YouTube, Flickr, podcast.
video-sharing site.
Respond: comment on other groups’ videos.
CREATIVITY Purpose: reflect on different styles and Learning architecture
communication contexts to increase the
Guided-discover
effectiveness of student’s creativity and self-
expression. Learning strategies
Task: given a specific scientific news published in Problem-based learning,
a pdf format get students make it more accessible peer learning
and publishable in different contexts and for
Tools
different types of audience (e.g. teenagers,
university students, mid-age employee). Get Wiki, photo – video – audio
students use different multimedia editing systems creating, photo – video –
as preferred. Get students post the results in a audio sharing, slideshare,
shared section of their PLE. PLE
Respond: comment on other students’ news.
Tab: 2 Sample e-tivities and related learning design framework for teaching the Higher Order
Skills.
The e-tivities designed and presented in the previous sections have been used in different
learning experiences (Cigognini et al., 2009) during May 2008 - October 2008.
We have designed and delivered basic PKM Skill Developed Modules (SDMs) and a HO PKM
Skill Developed Modules (SDMs): The experimental phases were conducted inside the
academic course of Professor Gisella Paoletti, as laboratory lessons, by the Psychology
Faculty at the University of Trieste.
Each SDMs made use of Moodle as VLE (Virtual Learning Environment) and a special set of of
2.0 tools in order to implement the above presented e-tivities. The methods used to evaluate
the effectiveness of the courses – the improvement of the PKM skills – was centred on the use of
questionnaires (initial, final, after six months from the end of the course) and results obtained
are very encouraging. Indeed the effectiveness of the courses perceived by the students are
confirmed by the measures of the improvement of the basic as well as higher order skills. The
students provided evidence of a more mature and effective use of technologies in their learning
and knowledge construction. Detailed results of the experiments are presented in (Cigognini,
2009).
6 Conclusion
In this paper we presented a synthesis of the PKM skills model and we provided an overview of
a subset of 11 e-tivities which can be used for teaching Higher Order PKM skills. The full set of
such e-tivities (65) is detailed in (Cigognini, 2009) together with the completed PKM skills
model, the related Learning Design model. The details and results of the Skills Development
Modules conducted within such framework, are also fully described in the same dissertation.
The PKM skills model we designed and adopted is closely related to the learning to learn
competences framework, in that it addresses a subset of the skills and dimensions addressed
in learning to learn. Indeed, learn to learn is as much a result of the learning environment and a
process of positive attitudes towards learning as a cognitive ability, thus a competence based
approach that highlights both the cognitive and affective dimensions is useful. It also
emphasises testing competence in relationship to real world tasks that people may face.
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10. However the adoption of a PKM skills model (Pettenati et al., 2009), together with the Learning
Design Model (Pettenati & Cigognini, 2009) allows building educational experiences
encompassing all the three dimensions – affective, cognitive and metacognitive – related to the
learning to learn competence (Eurydice, 2008).
Hence, gaining proficiencies in the acquisition of the Personal Knowledge Management Skills
can be a step in the direction of sustaining the change of paradigm from a “education for future
living” to a true “life long learning-to-learn” perspective.
Educational institutions at all levels must reshape their policies introducing the teaching of PKM
skills at a transversal level in their educational offers.
Once such policy was interiorized and became praxis, the results presented in this paper could
provide a starting reference framework both for the definition of the learning objects (Basic and
Higher Order Personal Knowledge Management Skills) as well as for the learning design and
method for the macro design of the Skills Development Modules.
Acknowledgments
We whish to acknowledge the valuable contribution of the experts from BDRA (Beyond Distance
Research Alliance of University of Leicester. e-Learning and Learning Technologies, Departmental
research training, University of Leicester) interviewed in the course of this research. The refinement of
the PKM skills model as well as the design of the e-tivities to be implemented in the Skills Development
Modules wouldn’t have been so effective without their engagement in answering to our questions.
We would also like to thank Mr. Luca Capannesi for his precious support in setting up the Web-based
environments used in our research experiments.
References
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eLearning Papers • www.elearningpapers.eu •
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13. Authors
Maria Chiara Pettenati
Senior Research
DET - Electronics and Telecommunications Department of the University of
Florence, Italy
mariachiara.pettenati@unifi.it
Maria Elisabetta Cigognini
PhD Student
DET - Electronics and Telecommunications Department of the University of
Florence, Italy
elisabetta.cigognini@unifi.it
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eLearning Papers • www.elearningpapers.eu •
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